Update package file to 1.0.13
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@@ -2,7 +2,7 @@
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.4.1
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// from Assets/Samples/VIVE OpenXR Plugin - Windows/1.0.12/HandTracking Example/Scripts/InputMaster.inputactions
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// from Assets/Samples/VIVE OpenXR Plugin - Windows/1.0.13/HandTracking Example/Scripts/InputMaster.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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@@ -3,6 +3,11 @@ using UnityEngine.InputSystem;
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using UnityEngine.UI;
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using UnityEngine;
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#if USE_INPUT_SYSTEM_POSE_CONTROL
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using Pose = UnityEngine.InputSystem.XR.PoseState;
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#else
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using Pose = UnityEngine.XR.OpenXR.Input.Pose;
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#endif
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public class LineRender : MonoBehaviour
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{
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@@ -22,7 +27,7 @@ public class LineRender : MonoBehaviour
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&& actionReferencePose.action.enabled && actionReferencePose.action.controls.Count > 0)
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{
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//GazeRayRenderer.SetActive(true);
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UnityEngine.XR.OpenXR.Input.Pose poseval = actionReferencePose.action.ReadValue<UnityEngine.XR.OpenXR.Input.Pose>();
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Pose poseval = actionReferencePose.action.ReadValue<Pose>();
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Quaternion gazeRotation = poseval.rotation;
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Quaternion orientation = new Quaternion(
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1 * (gazeRotation.x),
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